SBX/Toyotomi Hideyoshi

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Overview

Overview
Toyotomi Hideyoshi is the grappler character of the game with some advantages not normally found in grapplers. His 214A command grab has surprisingly low whiff recovery while still doing a lot of damage, especially in the corner and also can be comboed into. His mobility, while not the fastest is not that bad by grappler standards. He has several fast and large pokes such as j.C and 5B. And he has all of this along with the traditional grappler strengths such as high damage and the highest health in the game. And he also has the traditional grappler weaknesses, namely his size, which opens him to instant overheads along with making susceptible to infinites that only work on him as well as having problems in neutral. He also has some more strange weaknesses with some of his combos depending on rng as well as having some combos that only work if you are playing the arcade version.
SBX Toyotomi Hideyoshi Nameplate.png
SBX Toyotomi Hideyoshi Portrait.png
Damage Taken
80%
Prejump
3F
Backdash
F

 Toyotomi Hideyoshi is a grappler with high damage and health with some more benefits not common among other grapplers.

Pros
Cons
  • Traditional Grappler Strengths: Hideyoshi has the highest health in the game as well as high damage.
  • OK Mobility: Unlike most grapplers his mobility is not that bad.
  • Amazing Anti-Air: Hideyoshi has the best anti-air in the game with 623B which has a big hitbox that leads into damaging combos.
  • Massive: Hideyoshi is one of the biggest characters in the game making him susceptible to instant overheads and infinites that only work on him along with making him struggle in neutral.
  • RNG:Hideyoshi's combos have some RNG involved which can make some links tighter as well as having one infinite dependent on RNG.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 7 3 8 -2 33 1
Because of how high up it is it makes for a good quick anti-air.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 12 2 15 -4 65 3
While you don't get much on a grounded hit it's a fantastic, quick, and big poke while also serving as a great anti-air.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 18 3 21 -5 78 5
Mostly used in combos.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 7 2 6 ±0 30 1
Used in pressure and combos.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 9 2 12 +5 60 4
A good poke that is also used in your combos. Can link into 214A close up.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 14 3 21 -5 72 5
Combo fodder. On  Tadakatsu can go into 623B.

6B

Guard Startup Active Recovery On-Block Damage Level
High 20 2 19 -5 70 4
Used heavily in combos.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 5 4 7 28 1
Combo fodder.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 7 5 18 56 3
Combo fodder.

j.C

Version Guard Startup Active Recovery On-Block Damage Level
j.C 9~ 6 13 88 4
j.[C] High 27 8 13 88
A fantastic move because of it's size and speed. Can be held to do more damage while also creating an strike throw mixup. Can combo into 214A.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 5 1 3 110
Standard throw.

Air Throw/Aerial Spike

j.6C or j.4C or j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
Throw 4 1 3 95
His air throw is unique because he can combo into it by pressing j.6C\j.4C after any air normal. Your main combo ender after your command grab.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 18~ 4 21 -9 60
Used in infinites.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 20 6 12 -9 70
Very tall and fast anti-air and on counter hit can combo into 623B. Used to go into space vacation infinites.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 13 4 15 -6
Standard guard cancel.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 26 4 73 28 2
5E Lv2 Mid 27 6 96 57 3
5E Lv3 Mid 27 6 96 98
On hit they all give a vacuum effect. Used to combo after 236236C.

2E

Guard Startup Active Recovery On-Block Damage Level
Mid 16 26 88 48~69 3
A standard 2E but Hideyoshi gets a lot more from random 2E hits than most characters because of 623B. It is also used to make his 214214C reversal super safe on block.

Special Moves

Kaijin Ranka

236A or 236B

Version Guard Startup Active Recovery On-Block Damage Level
236A Throw 19 13 37 69 5
236B Throw 18 13 37 69 5

Upon inputting the move, Hideyoshi rushes forward into a command grab. This move goes almost fullscreen. 236A only hits the opponent if they are standing and 236B only hits the opponent if they are crouching. Both are hit grabs and are vital moves for Hideyoshi's combo game. The high the opponent is when they are thrown is slightly random which can effect some combos.

On  Maeda only, after you do 236A in the corner Maeda isn’t fully in the corner meaning that you can do an deep jump in and appear on the other side of him creating an left right mixup.

Kyuu Teishi

236A/B > 4

Version Guard Startup Active Recovery On-Block Damage Level
236A~4 Total 30
236B~4 Total 30
At any point during 236A\B you can press 4 to stop in your tracks. After stopping you can go into any special move including 236A\B or your backdash. Used in some infinites as well as enabling an almost fullscreen 214A command grab.

Denshou Retsuki

214A

Guard Startup Active Recovery On-Block Damage Level
Unblockable 3 1 20 40,8×4~0,30 4
Your main command grab with good range and surprisingly low whiff recovery. The grab by itself doesn't do much damage but rather allows for combos that will do good damage, especially on the corner. Is actually an hitgrab that can't be special canceled into but can be linked into from various normals.

Tenchi Sousou

623B

Guard Startup Active Recovery On-Block Damage Level
Unblockable 16 19 28 0,98 4
Hideyoshi grabs the opponent out of the sky and plants them in the ground. Godlike anti-air that leads into your most damaging non infinite combos. And on  Tadakatsu specifically the combo afterwards on him does half of his health. There's a way to combo into 623B from 214A in the corner which is detailed in the combo page.

Haja Shouten

214B~B~B~C

Version Guard Startup Active Recovery On-Block Damage Level
214B Mid 14 6(4)6 16 -13 30x2 4
214B~B Mid 34 7~21 12 -6 12×2~9 4
214B~B~C Mid 9 4 28 -16 50 4
If you input 214B by itself Hideyoshi will do two punches. If you mash B Hideyoshi will do rapid fire punches and if you press C he will do a finisher that knockdowns. Only used in infinites.

Ifuu Banjou

214C (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
214C Mid 41~ 8 31 -16 90 3
214[C] Unblockable 71~ 10 23 90 3
A projectile reflector. If fully held it will cause a guard break effect on the opponent on hit or block.

Basara Attacks

Enbu Gouha

214214C

Guard Startup Active Recovery On-Block Damage Level
Throw 1+0 1 27 46 5
A frame 1 command grab super. Can't be jumped on reaction. Upon Grabbing the opponent Hideyoshi and the opponent enter into an minigame. Hideyoshi can do up to two followups with there being three possible followups depending on the button pressed. Hideyoshi can't do the same button followup twice (Example:A > C works but A > A won't work). The opponent can press the same button as Hideyoshi to escape the command grab. If no followups are done Hideyoshi will slam the opponent to the ground. This super is actually used as an invincible reversal and if you input 2E during the super flash it becomes plus on block.

Kongou Hametsu

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 1+10 3(14)2 28 -14 40,44,130 4
236236C~E 14+0 2 72 Lv1: 26
Lv2: 42
Lv3: 63

Upon inputting, Hideyoshi will do a punch into an uppercut that sends the opponent away. After this, the opponent wakes up with a dizzy effect and Hideyoshi walks forward slowly. If Hideyoshi walks up to the opponent he will strike the opponent, doing a lot of damage. The opponent can try to mash out of the dizzy and if they are successful the super is cancelled. This move has super armor that goes through bursts throughout the entire duration of the super.

If done in the corner the super is guaranteed to land because the opponent will not have enough time to mash out. Although it always lands in the corner when the opponent is dizzy the combo counter and the combo scaling resets because the opponent technically left the combo even if the next hit is guaranteed. Meaning that when doing this super it always does unscaled damage and any combo after it has no scaling. This super is used heavily in infinites. You can use a well timed 5E to do an unscaled combo after the super. The reinforcement super is never used.

Basara K.O.

Hadou Tenshou

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 1+15 6 108 -95 Fatal
Can be comboed into from 623B.


Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

To edit frame data, edit values in SBX/Toyotomi Hideyoshi/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links